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Screenshot Survival 20XX
Or if that doesn't work, you could try combining the character sprite and the fire sprite together in a charset. Then you could simply change the hero graphic to the fire thing whenever you need.
Screenshot Survival 20XX

Any thoughts on the design / layout? Tried to keep the basic look of the default menu but spicing it up a bit with icons and spacing. Thinking about adding icons in front of every menu option as well
[RMMV] More of a question regarding opinions & thoughts about this problem
Don't do that. If you absolutely must convey that emotion, make a sprite edit where the hero nods or shakes his head. Look at Chrono Trigger as an example of that.
Screenshot Survival 20XX
Screenshot Survival 20XX
This isn't really a screenshot (sorry) but I need opinions on this.
For a main menu, what do you prefer? Stroked text or shadowed text?
I was leaning to stroked at first, but shadowed text might be easier on the eyes. But maybe that looks too similar to the default menu text. Idk.
For a main menu, what do you prefer? Stroked text or shadowed text?

I was leaning to stroked at first, but shadowed text might be easier on the eyes. But maybe that looks too similar to the default menu text. Idk.
[RM2K3] CMS questions
Wuttt I had no idea that you could do that lol. Rm2k3 has no default way to check if a game has just been loaded, but it can keep track of midi ticks? That's so random
[RM2K3] CMS questions
Okay I need some help again.
So in my custom menu I have the option to save just like the regular menu. If you select it, you go to the save screen. Before you go to the save screen, I call the event to close the menu. I do that because otherwise, the saved game is created when the menu is open, and when you reload the game the menu would be open from the start, which would be odd.
However, after showing the save screen now I call the event to open the menu again. After all, if you've just saved your game but keep playing and you go back, it would be annoying if you have to open the menu again.
But for some reason if I call the event to open the menu after showing the save screen, when I reload the game the menu is still open. Even though at the moment the game was saved, the menu had been closed. It shouldn't reopen the menu until after the saving is done and I've left the save screen.
I don't understand why it's doing that.
Here's a picture of my save function, maybe someone knows what's up.

I can also post the open menu and close menu events, but I don't think it impacts this? It's basically just moving the pictures on to the screen and moving them back off, then disabling the switch that toggles functionality.
Edit: I think I know what the problem is, but I have no idea how to fix it. So basically what happens is that when the save menu is called, it saves the game right there. In that specific event, on that line of code. So when I load that savegame, it actually continues the execution of that event and moves on to the next line of code, which is "open menu". That's why the menu opens when the save is loaded.
How do I fix that? I need to open the menu after showing the save screen, because having to open the menu manually again after saving is just stupid. Hmmmmm
So in my custom menu I have the option to save just like the regular menu. If you select it, you go to the save screen. Before you go to the save screen, I call the event to close the menu. I do that because otherwise, the saved game is created when the menu is open, and when you reload the game the menu would be open from the start, which would be odd.
However, after showing the save screen now I call the event to open the menu again. After all, if you've just saved your game but keep playing and you go back, it would be annoying if you have to open the menu again.
But for some reason if I call the event to open the menu after showing the save screen, when I reload the game the menu is still open. Even though at the moment the game was saved, the menu had been closed. It shouldn't reopen the menu until after the saving is done and I've left the save screen.
I don't understand why it's doing that.
Here's a picture of my save function, maybe someone knows what's up.

I can also post the open menu and close menu events, but I don't think it impacts this? It's basically just moving the pictures on to the screen and moving them back off, then disabling the switch that toggles functionality.
Edit: I think I know what the problem is, but I have no idea how to fix it. So basically what happens is that when the save menu is called, it saves the game right there. In that specific event, on that line of code. So when I load that savegame, it actually continues the execution of that event and moves on to the next line of code, which is "open menu". That's why the menu opens when the save is loaded.
How do I fix that? I need to open the menu after showing the save screen, because having to open the menu manually again after saving is just stupid. Hmmmmm
[RM2K] Question about this BGM from Legion's Saga
author=Cap_H
Killing leaders can be helpful. It might cause some bad blood, but often it seeds changes in the regime as well as new leaders often have a different point of view. Or you can get Stalin.
That may be true. But the rebellion doesn't only kill the leaders, it also seizes power instead of letting the states choose a new leader among their own. Would the collective people of a state really go along with that? Wouldn't it seem like a power grab?
[RM2K] Question about this BGM from Legion's Saga
[RM2K] Question about this BGM from Legion's Saga
I liked Legion Saga, but replaying the first one I do have some gripes with it. I didn't like how the revelation that Durane is actually Ridman gets thrown onto you, but then the reason why isn't explained until near the end of the game. And despite the fact that it's impressive that there's so many recruitable characters, some of those characters are really kind of flat, like Shotan. He's hired for a mission, then gets dragged into a conflict he has nothing to do with and afterwards decides to stay around for no clear reason. He doesn't get much exposure for the rest of the game either from what I recall. The more characters you have the more difficult it is to develop each one of them, and I think the first Legion Saga somewhat fell victim to that.
It was also kinda hard for me to gauge exactly which of the two warring states had the upper hand. At the beginning of the game, it seems Meluvet is close to victory, but then later it's stated Garalas is the state with the technological upper hand over Meluvet. And the rebellion itself... I don't really get it. There's two major states at war, so their solution is "we kill the leaders of both states" and somehow that makes peace. In the real world, wouldn't such actions just breed more hatred and war? The story here always kinda confuses me.
But still a great game and a classic in the RPG Maker community. The fact that the developer managed to make two full sequels out of it is also really impressive. Back then it was a lot to just finish one game.
It was also kinda hard for me to gauge exactly which of the two warring states had the upper hand. At the beginning of the game, it seems Meluvet is close to victory, but then later it's stated Garalas is the state with the technological upper hand over Meluvet. And the rebellion itself... I don't really get it. There's two major states at war, so their solution is "we kill the leaders of both states" and somehow that makes peace. In the real world, wouldn't such actions just breed more hatred and war? The story here always kinda confuses me.
But still a great game and a classic in the RPG Maker community. The fact that the developer managed to make two full sequels out of it is also really impressive. Back then it was a lot to just finish one game.













